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57 lines
1.6 KiB
GLSL
57 lines
1.6 KiB
GLSL
#version 430 core
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layout(binding = 0) uniform Globals {
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uniform vec3 iResolution;
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uniform float iTime;
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uniform float iTimeDelta;
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uniform float iFrameRate;
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uniform int iFrame;
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uniform float iChannelTime[4];
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uniform vec3 iChannelResolution[4];
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uniform vec4 iMouse;
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uniform vec4 iDate;
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uniform float iSampleRate;
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};
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layout(binding = 0) uniform sampler2D iChannel0;
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layout(binding = 1) uniform sampler2D iChannel1;
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layout(binding = 2) uniform sampler2D iChannel2;
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layout(binding = 3) uniform sampler2D iChannel3;
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layout(location = 0) in vec4 gl_FragCoord;
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layout(location = 0) out vec4 _fragColor;
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#define texture2D texture
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void mainImage( out vec4 fragColor, in vec2 fragCoord );
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void main() { mainImage (_fragColor, gl_FragCoord.xy); }
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#define t iTime
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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// Normalized pixel coordinates (from 0 to 1)
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vec2 uv = ( fragCoord - .5*iResolution.xy) / iResolution.y;
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vec3 col = vec3(0.);
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float a = atan(uv.y,uv.x);
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float r = 0.5*length(uv);
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float counter = 100.;
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a = 4.*a+20.*r+50.*cos(r)*cos(.1*t)+abs(a*r);
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float f = 0.02*abs(cos(a))/(r*r);
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vec2 v = vec2(0.);
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for(float i=0.;i<counter;i++){
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v = mat2(v,-v.y,v.x) * v + vec2(2.*f+cos(0.5*t*(exp(-0.2* r))),-cos(t*r*r)*cos(0.5*t));
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if(length(v)>2.){
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counter = i;
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break;
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}
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}
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col=vec3(min(0.9,1.2*exp(-pow(f,0.45)*counter)));
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fragColor = min(0.9,1.2*exp(-pow(f,0.45)*counter) )
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* ( 0.7 + 0.3* cos(10.*r - 2.*t -vec4(.7,1.4,2.1,0) ) );
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}
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